夜北风寒 夜北风寒
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求教怎么合并函数 天蝎大佬刺客2.0导入包的,里面合并函数不知道什么意思,这个怎么合并啊? 合并函数############################################################################################### sqr/character/new_thief/passive_skill_thief.nut function ProcPassiveSkill_Thief(obj, skill_index, skill_level) { switch(skill_index) { case SKILL_SWIFT: if(skill_level > 0) { local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, skill_index, false, "character/thief/1_rogue/swift/ap_swift.nut", true); if(appendage) { local STUCK = sq_GetLevelData(obj, SKILL_SWIFT, 0, skill_level); local ACTIVEPROPERTY_STUCK = sq_GetLevelData(obj, SKILL_SWIFT, 1, skill_level); local ATTACK_SPEED = sq_GetLevelData(obj, SKILL_SWIFT, 2, skill_level); local MOVE_SPEED = sq_GetLevelData(obj, SKILL_SWIFT, 3, skill_level); local change_appendage = appendage.sq_getChangeStatus("swift"); if(!change_appendage) { change_appendage = appendage.sq_AddChangeStatus("swift",obj, obj, 0, CHANGE_STATUS_TYPE_STUCK, false, STUCK); } if(change_appendage) { change_appendage.clearParameter(); change_appendage.addParameter(CHANGE_STATUS_TYPE_STUCK, false, STUCK.tofloat()); change_appendage.addParameter(CHANGE_STATUS_TYPE_ACTIVEPROPERTY_STUCK, false, ACTIVEPROPERTY_STUCK.tofloat()); change_appendage.addParameter(CHANGE_STATUS_TYPE_ATTACK_SPEED, false, ATTACK_SPEED.tofloat()); change_appendage.addParameter(CHANGE_STATUS_TYPE_MOVE_SPEED, false, MOVE_SPEED.tofloat()); } } } break; case SKILL_HITBLEED: if(skill_level > 0) { local appendage_hurricane = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_THIEF_HURRICANE, false, "character/thief/1_rogue/hurricane/ap_hurricane.nut", true); local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, skill_index, false, "character/thief/1_rogue/hitbleed/ap_hitbleed.nut", true); if(appendage) { local EQUIPMENT_PHYSICAL_ATTACK = sq_GetLevelData(obj, SKILL_HITBLEED, 0, skill_level); local change_appendage = appendage.sq_getChangeStatus("hitbleed"); if(!change_appendage) { change_appendage = appendage.sq_AddChangeStatus("hitbleed",obj, obj, 0, CHANGE_STATUS_TYPE_EQUIPMENT_PHYSICAL_ATTACK, true, EQUIPMENT_PHYSICAL_ATTACK); } if(change_appendage) { change_appendage.clearParameter(); change_appendage.addParameter(CHANGE_STATUS_TYPE_EQUIPMENT_PHYSICAL_ATTACK, true, EQUIPMENT_PHYSICAL_ATTACK.tofloat()); } } } break; } return true; } function procSkill_Thief(obj) { if(!obj) return; procSkill_HitEnd(obj); }
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